Don't Starve Together

Don't Starve Together

Adventure Mode (like DS)
546 Comments
Avenamen 1 Aug @ 10:57pm 
I entered amxwell door and my character was swallowed intot he ground but nothing happened,my character dissapeared and I cant move or anything like that
󰀛Baku 10 Jun @ 7:08am 
I've made a fork of your code, feel free to integrate whatever you want into the main mod, ideally copy the whole mod (except modicon and modinfo)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3492238562&searchtext=
Serp  [author] 25 May @ 5:02pm 
@AoQC: Little Newfie Gal :
uhm.. I dont remember .. but I have code to spawn the teleporato parts in existing worlds in my teleportato mod... not sure about the adventure ...

But going on an adventure will delete your current world anyway and you can not bring any items from your current world into the adventure. So you can also just start a new world for the adventure mod.
AoQC: Little Newfie Gal 14 May @ 8:08pm 
Hi... I wanted to add Maxwell's Door to a pre-established world now that my friends and I have a handle on the game and we want to try adventuring. Is it possible to place the door later on?
冰冰羊 28 Feb @ 10:44pm 
Yeah!!:steamhappy:
guy who never lies 28 Feb @ 2:45pm 
its nice to see that this mod is still being maintained! thank you for your hard work :-)
Serp  [author] 28 Feb @ 2:07pm 
Mod works again! :)
Serp  [author] 22 Feb @ 9:50am 
Devs added a new allowed way to store the needed "next world"-data, but it is not complete yet: https://forums.kleientertainment.com/forums/topic/163699-game-update-653007/?do=findComment&comment=1794370
As soon as an update added the "unsafedata" folder within the "data" folder of the game installation folder, I can fix this mod. Right now it is still not there.
22 Feb @ 8:48am 
When the prologue enters the gate, the game will crash
Serp  [author] 16 Feb @ 3:23am 
@Lion: Mod is broken currently, see first sentence in description
(although it should simply start the first world again and again, not disconnect.. but not worth to investigate until there is no solution to the devs change)
Lion 15 Feb @ 10:44pm 
Disconnect when entering the portal
冰冰羊 3 Feb @ 4:37am 
Oh, looks like they're right. TheSim doesn't exist yet in modworldgenmain... :/
Serp  [author] 3 Feb @ 3:34am 
@冰冰羊: thanks. Are you able to test this first?
I think there is a reason why DarXero (who wrote this complicated part) used io instead, while he used TheSim:SetPersistentString for storing the component data like inventory of players between the worldjump.
A user in the linked klei forum wrote that this may be because TheSim does not exist yet in modworldgenmain, so at the time we need it before the world is created.( https://forums.kleientertainment.com/forums/topic/163361-game-update-651414/?do=findComment&comment=1790908 )
冰冰羊 3 Feb @ 2:55am 
Oh, it looks like you're running into some issues. But don't worry, I know how to fix this! You can use SavePersistentString to store the data and TheSim:GetPersistentString to retrieve it. I'll submit a PR on GitHub later to address this.:DSTchester:
Serp  [author] 27 Jan @ 8:29am 
This is the announcement:
https://forums.kleientertainment.com/forums/topic/163361-game-update-651414/

This will also break other more advanced mods, especially mods that saved data outside of a specific save (like base projector). Luckily saving the inventory and stuff from the Teleportato mod still seems to work.
But it currently breaks world progression of adventure mod. I'm no programmer, so I currently don't know what workarounds are available.
Serp  [author] 27 Jan @ 4:08am 
ok found the issue, but dont know a solution:

The mod does use "io.open()"to open the "adventure" file in the mod folder and write there between the worldjumps which world should be loaded next. This writing to file does not work anymore, so devs seems to forbid it now.
Anyone knows if the devs added an alternative? Maybe only allowing writing to files at specifc location or so?
Serp  [author] 27 Jan @ 3:26am 
thanks for the reports.
Since my latest update of the mod is quite old, it most likely means that the devs did some incompatible world generation code changes...
If this is the case a fix can take a while, because this is super complicated stuff and I'm not into DST modding currently..

If you have any source from changelogs/devs what was changed in regards to world generation, let me know
Operator 26 Jan @ 8:53pm 
I am having the same issue as bainian12345 now
It just started today, as well
bainian12345 26 Jan @ 11:38am 
I'm running into an issue where I'm permanently stuck on the Prologue. Every time I activate Maxwell's door in the prologue level, it generates the world for a little bit (much shorter than load a usual game), then takes me right back to the character selection screen. After I select an character again, I'm right back at another Prologue level and the same thing repeats.

I have all configurations set to the default values for the mod, and I have caves disabled as well.
Serp  [author] 28 Oct, 2024 @ 10:18am 
Caves have a different log file, server_log.txt in one of the Cluster_X folders. There I finally found the issue: The devs made the new tentacle pillar atrium a "required prefab" and if the cave does not have it, it generates the world again, while my "tiny cave" does not have it. (since cave is not used for adventure I make it tiny if it is enabled)

It should be fixed now, so it should be ok again to also have caves enabled, but this only makes sense if you use "weorldsettings" as maxwell door option, since adventure has no caves anyway.
Adskii 28 Oct, 2024 @ 10:14am 
Yes, without caves it works with any settings
Serp  [author] 28 Oct, 2024 @ 10:01am 
AH
I now get the problem.
You all are having "CAVES" enabled?!?!?!?

This mod has no caves. It should work also with caves enabled (and this code broke it seems), but this just wastes CPU ressources, since there will be no way to enter caves.

Solution:
Do not enable caves!
Serp  [author] 28 Oct, 2024 @ 9:56am 
@Adskii: thanks for investigating. So it is just the first world that has problems to generate? The worlds afterwards are working fine? Because this setting only affects the very first world.
(and none of you already told me for which world they have problems)

And as I said and just again confirmed: For me the mods work on default settings, so "preconfigured" works just fine.
Adskii 28 Oct, 2024 @ 6:26am 
@Serp: if in "Adventure Mode Configuration" switch the setting "Custom Maxwells Door" to "worldsettings" then the mod works completely correctly and generates a world.
Solution to fix to set the setting "Custom Maxwells Door" to "worldsettings" by default.
Serp  [author] 26 Oct, 2024 @ 6:03pm 
@Adskii: thanks. Yes I saw this in the log from BENS936, but it does not happen on my side and when I search the Klei forum for this, I see results for dedicated servers. So my assumption was that it only happens on dedicated servers? Or how are you hosting the game?

But regardless how you host, I have absolutely no idea what this error means, so o clue how to fix (specially difficult because I can not reproduce it)
Adskii 26 Oct, 2024 @ 12:59pm 
infinity server is generate the world. The phrase is being spammed in the client_log.txt- [IPC] Received DST_Secondary WorldGen signal !
Serp  [author] 24 Oct, 2024 @ 8:52am 
@ people having issues generating world:
Are you hosting a dedicated server? Please try it with a normal local world.
For me it looks like a special problem in combination with dedicated servers and I have zero knowledge about this.

So in case anyone knows how to set up the mod for dedicated servers or what I can fix, let me know
BENS936 23 Oct, 2024 @ 2:01pm 
I will sent it to you on klei's forum
BENS936 23 Oct, 2024 @ 1:57pm 
Thanks I'm not use to this
{LINK REMOVED}
Serp  [author] 23 Oct, 2024 @ 1:49pm 
@BENS936: you can upload the log to eg. pastebin. If you want to write a PM to me, please do not add me to steam, but write me at the Klei forum (see bottom description of this mod)
Serp  [author] 20 Oct, 2024 @ 10:11am 
@BENS936: thanks.
Then please try again and send me the client_log.txt after ~3 minutes world generating, you find it in ...\Documents\Klei\DoNotStarveTogether folder .
Usually there will be written that it failed to generate world because something was not possible to place. This often happens after game updates, where the dev add a new required something, like the monkey island stuff.
BENS936 20 Oct, 2024 @ 7:07am 
Hello Serp I've been having the same issue. To give you some context I just try it after reseting the setting of both the adventure mod and the teleportato mod and I face the same thing : I'm stuck on the "generating world page" screen... for several minutes like at least 5-6 min
I tried to generate an other world without your mods and it works fine. I don't know how you could reproduce the bug since you seems to not experience it...
Serp  [author] 20 Oct, 2024 @ 3:40am 
guys ..
I need more information how to reproduce this! there is no problem when I test it!
T丶estim灬I 19 Oct, 2024 @ 9:04pm 
After opening this mod now, the game keeps showing that the server is generating the world interface and cannot start and play normally. I hope the author can try updating and modifying it? This is a great mod and I hope to use it again
Serp  [author] 11 Oct, 2024 @ 5:07am 
@3236995906: I need more info so I can reproduce the issue. It works fine on my side on default settings and only these 2 mods enabled.
And which world does not load? The starting preconfigured world? Or some of the later maps? Or the starting word based on your worldsettings?
下北泽突破手波奇酱 11 Oct, 2024 @ 4:00am 
I can‘t generate a world with the mods The computer is always stuck in the generate world page Hope the bug can be finished I think it is a good mod Also I'm looking forward to this mod as I can't experience the adventure at Don't Starve again
Serp  [author] 9 Oct, 2024 @ 4:08am 
@UnityThePlayer:works fine when I test it with inly this and the required teleportato mod active on default settings.
UnityThePlayer 9 Oct, 2024 @ 1:57am 
is it just me or i literally can't generate a world with these mod on
Serp  [author] 25 Jul, 2024 @ 9:34am 
- Integrated code from wingsummer: Ban ice island
- added a nil check for maxwelltakler in maxwellendgame (thanks 인민해방전쟁이다 for the bug report)

I currently do not mod DST (only tiny fixes if possible in short time). But feel free to study the code and try yourself or ask another modder to do it.
hi. i love old ds things. could you please implement clockwork biome from adventure mode as a standalone mod?
[string "../mods/workshop-1847959350/scripts/prefabs..."]:339: attempt to index field 'maxwelltalker' (a nil value)
LUA ERROR stack traceback:
../mods/workshop-1847959350/scripts/prefabs/maxwellendgame.lua:339 in (field) fn (Lua) <338-343>
scripts/scheduler.lua:186 in (method) OnTick (Lua) <164-216>
self =
running = table: 0x45d1c230
waitingfortick = table: 0x48acf270
hibernating = table: 0x3b3092a0
tasks = table: 0xa74aac0
waking = table: 0x5eb9dfc0
attime = table: 0x33384b20
tick = 11179
k = PERIODIC 102447: 1.000000
v = true
already_dead = false
scripts/scheduler.lua:409 in (global) RunScheduler (Lua) <407-415>
tick = 11179
scripts/update.lua:240 in () ? (Lua) <224-298>
dt = 0.033333335071802
tick = 11179
i = 11179
Serp  [author] 19 Mar, 2024 @ 10:08am 
@wingsummer: nice work ! your code looks fine. I added it the the "Recommended mods to use with" discussion here. Don't know yet if/when I will implement it directly.
wingsummer 18 Mar, 2024 @ 2:28am 
Hello, bro. I finally found a way to remove the ice island, here is my mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3189631997

Feel free to integrate this mod for the perfect. :DSTpigman:
Serp  [author] 28 Jan, 2024 @ 4:24am 
@jeppodl0ga: "its just my mods" not sure if you want to say that your only two mods are the ones I mentioned, or if you want to say that another mod of yours cashed the crash, independently of adventure?
If the crash is caused by my mod (without my mod it does not crash), please let me know the exact steps to reproduce. With only my 2 mods active it does not crash on my side.
Freya-chan 27 Jan, 2024 @ 1:27pm 
yep, it looks like its just my mods
Serp  [author] 27 Jan, 2024 @ 8:34am 
@jeppodl0ga: please check if you can reproduce this with only my mods (teleportato and adventure) active. if yes, let me know the steps so I can reproduce it too. If not, try to find out which mod in addition is causing it, they may be incompatible.
Freya-chan 26 Jan, 2024 @ 8:55am 
when i get past a day which makes me grow a beard while being wilson the server crashes
PickleFreak 26 Jan, 2024 @ 8:26am 
I'm using the dedicated server on a dedicated Linux server machine. As far as I know, the dedicated server checks and updates the mods automatically every time it starts.
Serp  [author] 22 Jan, 2024 @ 1:54pm 
@Wäschesäckchen do you have the up to date mod version on your server?

I don't know if and what changed regarding mods in the game updates. In games like Crusader Kings 3 the game launcher tells the users after every game update that mods are outdated (not compatible to current game verison, although they are. Not sure if sth like this was implemented to DST?
PickleFreak 22 Jan, 2024 @ 10:58am 
My dedicated server runs normally, but after the recent few updates to the game, I'm getting a "mods need to be updated" notification when anyone tries to join the server. Any ideas what the reason could be?

Anyways, great mod, nice work!